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argent77

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Everything posted by argent77

  1. A similar discussion came up in another recent thread, you're unlikely to be level 7 when you meet Shoal, need to ensure it bypasses Mirror Image though which instant death effects by default do and it's toggleable for damage on EEs. Imo being able to protect against the death effect should not be a real issue. However, the spell also sets a global which is then incorrectly evaluated in the following conversation and leads to the wrong dialog branch.
  2. There is another potential loophole with this quest. If you are a spellcaster then you can initiate Shoal's dialog with your familiar which is then either killed or brought to near-dead status in place of a party member. Aside from the nonsensical-looking dialog options when you talk to Shoal with your familiar, if the familiar is killed then the resurrection attempt by Shoal doesn't work since it only covers regular party members.
  3. Changing damage type sounds like the best solution for this issue to me. Changing the effect to "Set cur. HP to 0" seems to put the target into some kind of "undead" state. The target has 0 HP and a grayed out portrait but can still walk around and interact with the world.
  4. That's not a solution either since Death effects can be protected against by Death Ward. That's the normal case in BG:EE as well. However, it looks like party members can permanently die if game difficulty is Core Rules or higher and cur. HP difference to max. HP is 20 or more.
  5. Spellhold Studios Reveal Hidden Gameplay Options This is a mod for all Enhanced Edition games that adds a great number of useful options directly to the game's options menu. These options include the (in)famous debug console, various convenience and graphics options and many more. Version 4.5 provides Simplified Chinese translation, adds compatibility with Pecca's Infinity UI++ mod and fixes some bugs. Links: Forums: SHS, Beamdog Download: SHS, GitHub Readme
  6. Convenient Enhanced Edition NPCs This mod allows you to tweak various aspects of the new Beamdog NPCs for BG:EE, SoD and BG2:EE to your comfort level. Version 4.5 updates Russian translation. You can grab the latest release from the download link below. Links: Forums: SHS, Beamdog Downloads: GitHub Readme
  7. Spellhold Studios Trials of the Luremaster for Baldur's Gate Trials of the Luremaster for Baldur's Gate is a port of the Icewind Dale expansion for the Baldur's Gate series. It is available for BG2:EE, SoD and EET. Version 4.2 improves mod compatibility and combat scripts of various creatures. You can grab the latest release from the download link below. Download: GitHub Forums: SHS, Beamdog Readme
  8. Bag of Torments Bag of Torments is a mod for PST:EE that adds a number of containers to the game which can be purchased from various shops. One of the containers may also trigger a small quest. Version 1.3 updates German setup prompts and adds labels for Project Infinity. You can grab the latest release from the download link below. Links: Forums: Beamdog, SHS Download: GitHub Readme
  9. [sod] Several BG1 cinematics are missing in the Movies list (Options > Movies) for playback The following BG1-specific movies are not listed in MOVIDESC.2DA when SoD is installed: BGENTER (Entering Baldur's Gate) CAMP (Bandit Camp) ELDRCITY (The Undercity) ENDMOVIE (Conclusion) FRARMINN (The Friendly Arm Inn) MINEFLOD (The Flooded Mine) NASHKELL (Entering Nashkel) WRECK (Shipwreck)
  10. As @jmerry suspected your code lacks a condition for the whole dialog state. Adding a simple "True()" condition should be enough to make the dialog work: IF ~True()~ THEN BEGIN FirstMeeting // ... END If you add more dialog states then you should replace "True()" with more specific conditions, e.g. "NumTimesTalkedTo(0)" for an initial greeting.
  11. I've taken a closer look and think it is possible to restore subtitles for both cinematics with relatively little effort. Text of the subtitles for both cinematics already exist in the game. Only the "Ambush" cinematics title requires a text update. The actual string entry for it exists but is currently empty. Apart from that, only the timings of the subtitles have to be created or adjusted in BGEE.LUA.
  12. You could try NI's Mass Exporter. There is an option to "Export MOS/PVRZ/TIS as PNG". You can further restrict the list of exported files by using regular expression in the resource name filter.
  13. No. The whole point of EET_End is to integrate (NPC) mods into the EET system. Only a few selected technical mods can be safely installed after EET_end.
  14. I guess you're about to make another pull request, but this time to fix single column entries. Yes.
  15. Strictly speaking it's EET_End's pdialog.2da parser which should properly handle entries with only a single column.
  16. It looks like GlamNpcPack is indeed the culprit. Could you try again with the attached PDIALOG.2DA? pdialog.zip
  17. Cure Disease should print the message "Disease Cured" after successfully casting the spell. It looks like the strref for this string has been screwed up by some mod.
  18. Could you post the content of PDIALOG.2DA (in spoiler tags) or zip and attach the file? It can be found in the override folder of the game.
  19. That sounds like the same issue that is reported here: If that's the case then this is a bug in the current v13.4 release of EET. You should be able to fix it by downloading the latest WIP version of EET and unpack the file "EET_end/EET_end.tp2" from the downloaded zip archive. Overwrite the old version with this file and run EET_end again.
  20. The Eval() console command is even more powerful than this. Instead of using a specific target, such as "Player1", you can replace it by "Myself" and execute the command while the mouse cursor is placed over the target character or creature. The same is true for actions that are applied to the active creature instead of a specific target, such as AddSpecialAbility(): C:Eval('ActionOverride(Player1,AddSpecialAbility("spcl922"))') can be shortened to C:Eval('AddSpecialAbility("spcl922")') while the mouse cursor is placed over the target (selection circle or character portrait). Alternatively, C:Eval() does also accept a second argument that indicates the portrait slot index of a party member who should be selected as target, starting with 0 for the current party leader. For example: C:Eval('AddXPObject(Myself,1000)',0) adds 1000 experience to the character in the first party slot. This option doesn't require the mouse cursor placed over the target.
  21. PickPocketFailed() doesn't appear to work in PST:EE. It still counts as an attack though (so Attackedby() will be triggered). But that's not surprising. Many script triggers don't work correctly in PST:EE.
  22. Improved Archer Kit This mod makes an attempt to rebalance the Archer kit. It adjusts overall power and adds several unique skills and abilities to the kits. Moreover, it offers similar kits for the fighter, thief and paladin classes. Version 4.2 adds Spanish translation and fixes crashes for several languages in original BG2 because of oversized kit descriptions. You can grab the latest release from the download link below. Links: Forums: Beamdog, SHS Download: GitHub Readme
  23. It looks like the issue discussed in this topic were actually introduced by the fixpack itself. I had mistakenly assumed these creatures weren't covered by EEFP and didn't cross-check with vanilla IWDEE. There is also a second related issue with missing weapon overlays for summoned (Tough) Lizard Man creatures from the vanilla game. Both issues have been fixed.
  24. It looks like the reason for that is that IWDEE replaced the original weapon overlay with an incompatible version for the Lizard Man animation (mli2h*.bam). IWDEE: Original IWD: However, simply replacing the EE weapon animation by the original version doesn't work since the Lizard Man SD sequence has been fixed in IWDEE by replacing a couple of still frames. These fixes have to be applied to the halberd weapon overlay as well to make it work.
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